use super::Event; use crate::{ client::Client, login_provider::LoginProvider, persistence, state_ext::StateExt, Server, }; use common::{ comp, comp::{group, Player}, msg::{ClientState, PlayerListUpdate, ServerMsg}, sync::{Uid, UidAllocator}, }; use futures_executor::block_on; use specs::{saveload::MarkerAllocator, Builder, Entity as EcsEntity, WorldExt}; use tracing::{debug, error, trace, warn}; pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity) { let state = server.state_mut(); // Create new entity with just `Client`, `Uid`, and `Player` components // Easier than checking and removing all other known components // Note: If other `ServerEvent`s are referring to this entity they will be // disrupted let maybe_client = state.ecs().write_storage::().remove(entity); let maybe_uid = state.read_component_cloned::(entity); let maybe_player = state.ecs().write_storage::().remove(entity); let maybe_group = state .ecs() .write_storage::() .get(entity) .cloned(); if let (Some(mut client), Some(uid), Some(player)) = (maybe_client, maybe_uid, maybe_player) { // Tell client its request was successful client.allow_state(ClientState::Registered); // Tell client to clear out other entities and its own components client.notify(ServerMsg::ExitIngameCleanup); let entity_builder = state.ecs_mut().create_entity().with(client).with(player); let entity_builder = match maybe_group { Some(group) => entity_builder.with(group), None => entity_builder, }; // Ensure UidAllocator maps this uid to the new entity let uid = entity_builder .world .write_resource::() .allocate(entity_builder.entity, Some(uid.into())); let new_entity = entity_builder.with(uid).build(); if let Some(group) = maybe_group { let mut group_manager = state.ecs().write_resource::(); if group_manager .group_info(group) .map(|info| info.leader == entity) .unwrap_or(false) { group_manager.assign_leader( new_entity, &state.ecs().read_storage(), &state.ecs().entities(), &state.ecs().read_storage(), &state.ecs().read_storage(), // Nothing actually changing since Uid is transferred |_, _| {}, ); } } } // Erase group component to avoid group restructure when deleting the entity state.ecs().write_storage::().remove(entity); // Delete old entity if let Err(e) = state.delete_entity_recorded(entity) { error!( ?e, ?entity, "Failed to delete entity when removing character" ); } } pub fn handle_client_disconnect(server: &mut Server, entity: EcsEntity) -> Event { if let Some(client) = server.state().read_storage::().get(entity) { trace!("Closing participant of client"); let participant = match client.participant.try_lock() { Ok(mut p) => p.take().unwrap(), Err(e) => { error!(?e, "coudln't lock participant for removal"); return Event::ClientDisconnected { entity }; }, }; std::thread::spawn(|| { let pid = participant.remote_pid(); let now = std::time::Instant::now(); trace!(?pid, "start disconnect"); if let Err(e) = block_on(participant.disconnect()) { debug!( ?e, "Error when disconnecting client, maybe the pipe already broke" ); }; trace!(?pid, "finished disconnect"); let elapsed = now.elapsed(); if elapsed.as_millis() > 100 { warn!(?elapsed, "disconecting took quite long"); } else { debug!(?elapsed, "disconecting took"); } }); } let state = server.state_mut(); // Tell other clients to remove from player list if let (Some(uid), Some(_)) = ( state.read_storage::().get(entity), state.read_storage::().get(entity), ) { state.notify_registered_clients(ServerMsg::PlayerListUpdate(PlayerListUpdate::Remove(*uid))) } // Make sure to remove the player from the logged in list. (See LoginProvider) // And send a disconnected message if let Some(player) = state.ecs().read_storage::().get(entity) { let mut login_provider = state.ecs().write_resource::(); login_provider.logout(player.uuid()); let msg = comp::ChatType::Offline.server_msg(format!("[{}] went offline.", &player.alias)); state.notify_registered_clients(msg); } // Sync the player's character data to the database if let (Some(player), Some(stats), Some(inventory), Some(loadout), updater) = ( state.read_storage::().get(entity), state.read_storage::().get(entity), state.read_storage::().get(entity), state.read_storage::().get(entity), state .ecs() .read_resource::(), ) { if let Some(character_id) = player.character_id { updater.update(character_id, stats, inventory, loadout); } } // Delete client entity if let Err(e) = state.delete_entity_recorded(entity) { error!(?e, ?entity, "Failed to delete disconnected client"); } Event::ClientDisconnected { entity } }